public static getArrayType ( |
||
p | ||
return | ArrayType |
/// <summary> /// Gets the type of an array /// </summary> /// <param name="game">What game we are looking info for</param> /// <param name="propName">Name of the array property</param> /// <param name="className">Name of the class that should contain the information. If contained in a struct, this will be the name of the struct type</param> /// <param name="parsingEntry">Entry that is being parsed. Used for dynamic lookup if it's not in the DB</param> /// <returns></returns> public static ArrayType GetArrayType(Mod.MEGame game, string propName, string className, IEntry parsingEntry = null) { switch (game) { case Mod.MEGame.ME1: return(ME1UnrealObjectInfo.getArrayType(className, propName, export: parsingEntry as ExportEntry)); case Mod.MEGame.ME2: var res2 = ME2UnrealObjectInfo.getArrayType(className, propName, export: parsingEntry as ExportEntry); #if DEBUG //For debugging only! if (res2 == ArrayType.Int && ME2UnrealObjectInfo.ArrayTypeLookupJustFailed) { ME2UnrealObjectInfo.ArrayTypeLookupJustFailed = false; Debug.WriteLine("[ME2] Array type lookup failed for " + propName + " in class " + className + " in export " + parsingEntry.FileRef.GetEntryString(parsingEntry.UIndex)); } #endif return(res2); case Mod.MEGame.ME3: var res = ME3UnrealObjectInfo.getArrayType(className, propName, export: parsingEntry as ExportEntry); #if DEBUG //For debugging only! if (res == ArrayType.Int && ME3UnrealObjectInfo.ArrayTypeLookupJustFailed) { Debug.WriteLine("[ME3] Array type lookup failed for " + propName + " in class " + className + " in export " + parsingEntry.FileRef.GetEntryString(parsingEntry.UIndex)); ME3UnrealObjectInfo.ArrayTypeLookupJustFailed = false; } #endif return(res); } return(ArrayType.Int); }
public static ArrayType GetArrayType(MEGame game, string propName, string typeName) { switch (game) { case MEGame.ME1: return(ME1UnrealObjectInfo.getArrayType(typeName, propName)); case MEGame.ME2: return(ME2UnrealObjectInfo.getArrayType(typeName, propName)); case MEGame.ME3: return(ME3UnrealObjectInfo.getArrayType(typeName, propName)); } return(ArrayType.Int); }
public static void ImportProperty(IMEPackage pcc, IMEPackage importpcc, Property p, string className, MemoryStream m, bool inStruct = false) { string name = importpcc.getNameEntry(p.Name); int idxname = pcc.FindNameOrAdd(name); m.Write(BitConverter.GetBytes(idxname), 0, 4); m.Write(new byte[4], 0, 4); if (name == "None") { return; } string type = importpcc.getNameEntry(BitConverter.ToInt32(p.raw, 8)); int idxtype = pcc.FindNameOrAdd(type); m.Write(BitConverter.GetBytes(idxtype), 0, 4); m.Write(new byte[4], 0, 4); string name2; int idxname2; int size, count, pos; List <Property> Props; switch (type) { case "IntProperty": case "FloatProperty": case "ObjectProperty": case "StringRefProperty": m.Write(BitConverter.GetBytes(4), 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(p.Value.IntValue), 0, 4); break; case "NameProperty": m.Write(BitConverter.GetBytes(8), 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(pcc.FindNameOrAdd(importpcc.getNameEntry(p.Value.IntValue))), 0, 4); //preserve index or whatever the second part of a namereference is m.Write(p.raw, 28, 4); break; case "BoolProperty": m.Write(new byte[8], 0, 8); m.WriteByte((byte)p.Value.IntValue); if (pcc.Game != MEGame.ME3) { m.Write(new byte[3], 0, 3); } break; case "BioMask4Property": m.Write(BitConverter.GetBytes(p.Size), 0, 4); m.Write(new byte[4], 0, 4); m.WriteByte((byte)p.Value.IntValue); break; case "ByteProperty": m.Write(BitConverter.GetBytes(p.Size), 0, 4); m.Write(new byte[4], 0, 4); if (pcc.Game == MEGame.ME3) { name2 = importpcc.getNameEntry(BitConverter.ToInt32(p.raw, 24)); idxname2 = pcc.FindNameOrAdd(name2); m.Write(BitConverter.GetBytes(idxname2), 0, 4); m.Write(new byte[4], 0, 4); } if (p.Size != 1) { m.Write(BitConverter.GetBytes(pcc.FindNameOrAdd(importpcc.getNameEntry(p.Value.IntValue))), 0, 4); m.Write(new byte[4], 0, 4); } else { m.WriteByte(Convert.ToByte(p.Value.IntValue)); } break; case "DelegateProperty": size = BitConverter.ToInt32(p.raw, 16); if (size == 0xC) { name2 = importpcc.getNameEntry(BitConverter.ToInt32(p.raw, 28)); idxname2 = pcc.FindNameOrAdd(name2); m.Write(BitConverter.GetBytes(0xC), 0, 4); m.Write(new byte[4], 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(idxname2), 0, 4); m.Write(new byte[4], 0, 4); } else { m.Write(BitConverter.GetBytes(size), 0, 4); m.Write(new byte[4], 0, 4); for (int i = 0; i < size; i++) { m.WriteByte(p.raw[24 + i]); } } break; case "StrProperty": name2 = p.Value.StringValue; if (p.Value.StringValue.Length > 0) { name2 += '\0'; } if (p.Value.len < 0) { //unicode m.Write(BitConverter.GetBytes(4 + name2.Length * 2), 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(-name2.Length), 0, 4); foreach (char c in name2) { m.WriteByte((byte)c); m.WriteByte(0); } } else { //ascii m.Write(BitConverter.GetBytes(4 + name2.Length), 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(name2.Length), 0, 4); foreach (char c in name2) { m.WriteByte((byte)c); } } break; case "StructProperty": size = BitConverter.ToInt32(p.raw, 16); name2 = importpcc.getNameEntry(BitConverter.ToInt32(p.raw, 24)); idxname2 = pcc.FindNameOrAdd(name2); pos = 32; Props = new List <Property>(); try { Props = ReadProp(importpcc, p.raw, pos); } catch (Exception) { } m.Write(BitConverter.GetBytes(size), 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(idxname2), 0, 4); m.Write(new byte[4], 0, 4); if (Props.Count == 0 || Props[0].TypeVal == PropertyType.Unknown) { for (int i = 0; i < size; i++) { m.WriteByte(p.raw[32 + i]); } } else { foreach (Property pp in Props) { ImportProperty(pcc, importpcc, pp, className, m, inStruct); } } break; case "ArrayProperty": size = BitConverter.ToInt32(p.raw, 16); count = BitConverter.ToInt32(p.raw, 24); PropertyInfo info = ME3UnrealObjectInfo.getPropertyInfo(className, name, inStruct); ArrayType arrayType = ME3UnrealObjectInfo.getArrayType(info); pos = 28; List <Property> AllProps = new List <Property>(); if (arrayType == ArrayType.Struct) { for (int i = 0; i < count; i++) { Props = new List <Property>(); try { Props = ReadProp(importpcc, p.raw, pos); } catch (Exception) { } AllProps.AddRange(Props); if (Props.Count != 0) { pos = Props[Props.Count - 1].offend; } } } m.Write(BitConverter.GetBytes(size), 0, 4); m.Write(new byte[4], 0, 4); m.Write(BitConverter.GetBytes(count), 0, 4); if (AllProps.Count != 0 && (info == null || !UnrealObjectInfo.isImmutable(info.reference, pcc.Game))) { foreach (Property pp in AllProps) { ImportProperty(pcc, importpcc, pp, className, m, inStruct); } } else if (arrayType == ArrayType.Name) { for (int i = 0; i < count; i++) { string s = importpcc.getNameEntry(BitConverter.ToInt32(p.raw, 28 + i * 8)); m.Write(BitConverter.GetBytes(pcc.FindNameOrAdd(s)), 0, 4); //preserve index or whatever the second part of a namereference is m.Write(p.raw, 32 + i * 8, 4); } } else { m.Write(p.raw, 28, size - 4); } break; default: throw new Exception(type); } }